Tag Archives: Sound Design

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A few weeks back I graduated as Bachelor of the Arts, after two years of studying Composition for the Media and another two years of Composition and Sound Design for Adaptive Systems at the University of the Arts Utrecht. It has been quite a rollercoaster ride trying to get the most out of every single project, learned so much more that could initially comprehend. I want to thank everyone who helped me through the whole thing: my teachers, tutors, friends and my parents.

Gedicht, or Ode, is the name of the shortfilm we made with Team Doewet again in March 2014. During this project I was the Composer and Sound Designer. The movie needed very atmospherical music with some razor sharp edges. During the Award Ceremony this movie was granted with Best Director and Best Sound Design for which I’m very proud.

In October I joined another 48 Hour Film Project team, Global Film Factory, during the Cinekind edition as Sound Designer and the film was nominated with best Sound Design. The film won 5 actual prizes and was there shown at the Filmapolooza Filmfestival in New Orleans.

Today I am participating in the 48-hour Film Festival in Rotterdam. Al of the sound design is done by me. I just finished running around in the forest with some audio recording gear. Now it’s off to the set to record more of the actors there. The movie is called “Weg” which is Dutch for, “Away” or “Gone”. It will be shown in a Rotterdam Cinema and afterwards it shall also be uploaded so I can share it with you.

The re-edit of our movie is online! I was responsible for the sound design in this short, and also the end credit music. Alas, no English subtitles.

Currently getting some work done for three awesome games. They differ widely from one another though they’re all very great.

– Phenomenon – The first game is a physical game where one can walk around in a room with binaural audio on his head which adjusts to the players position and view angle. I am making the real time binaural processing engine which calculates how a sound should sound and where in the room the player should hear it. It’s very interesting and also quite complicated and tricky. The whole game could function solely on audio, though the team puts great effort in decorating the room and adding extra effects using motors and what not. Should any questions arise about the used tracking or binaural processing techniques I’d be happy to answer them.

– Hank vs. Hector – The second game is quite the contrary to the first one, as it is a one button game where you only control the altitude of a flying mouse. The theme is very cartoony and fun, whereas the audio completes the picture, making it a hilarious game to play or watch.

– Biobots – The third game also has quite an interesting touch to it. The game is built for people with ADD and ADHD to train their focus/attention. The player has a Mindwave sensor on their head, which is a brainwave measurement device. We use it to see how much attention the player has got. In the game the player has to have a certain level of attention to be able to perform certain actions. With lower attention the game gets harder. It’s a 3D game with a organic steampunk style to it, which makes it a lot of fun to design the audio for it together in an audio team. I also played a few instruments for the adaptive music layer.

I’m currently working on an audio-game for people with bad or no vision, together with Gijs Driesenaar. Using an iPhone and some rather unorthodox but interesting methods in Max 6 to create a sound environment which adapts to the players choices and actions. We will be working with some binaural techniques to recreate a functional spatial hearing feedback system so the player will be able to steer appropriately and play the game.